Creating and playing a sound in swift
IosObjective CAudioSwiftIos Problem Overview
So what I want to do is create and play a sound in swift that will play when I press a button, I know how to do it in Objective-C, but does anyone know how to in Swift?
It would be like this for Objective-C:
NSURL *soundURL = [NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:@"mysoundname" ofType:@"wav"]];
AudioServicesCreateSystemSoundID((__bridge CFURLRef)soundURL, &mySound);
And then to play it I would do:
AudioServicesPlaySystemSound(Explosion);
Does anyone know how I could do this?
Ios Solutions
Solution 1 - Ios
This is similar to some other answers, but perhaps a little more "Swifty":
// Load "mysoundname.wav"
if let soundURL = Bundle.main.url(forResource: "mysoundname", withExtension: "wav") {
var mySound: SystemSoundID = 0
AudioServicesCreateSystemSoundID(soundURL as CFURL, &mySound)
// Play
AudioServicesPlaySystemSound(mySound);
}
Note that this is a trivial example reproducing the effect of the code in the question. You'll need to make sure to import AudioToolbox
, plus the general pattern for this kind of code would be to load your sounds when your app starts up, saving them in SystemSoundID
instance variables somewhere, use them throughout your app, then call AudioServicesDisposeSystemSoundID
when you're finished with them.
Solution 2 - Ios
Here's a bit of code I've got added to FlappySwift that works:
import SpriteKit
import AVFoundation
class GameScene: SKScene {
// Grab the path, make sure to add it to your project!
var coinSound = NSURL(fileURLWithPath: Bundle.main.path(forResource: "coin", ofType: "wav")!)
var audioPlayer = AVAudioPlayer()
// Initial setup
override func didMoveToView(view: SKView) {
audioPlayer = AVAudioPlayer(contentsOfURL: coinSound, error: nil)
audioPlayer.prepareToPlay()
}
// Trigger the sound effect when the player grabs the coin
func didBeginContact(contact: SKPhysicsContact!) {
audioPlayer.play()
}
}
Solution 3 - Ios
Handy Swift extension:
import AudioToolbox
extension SystemSoundID {
static func playFileNamed(fileName: String, withExtenstion fileExtension: String) {
var sound: SystemSoundID = 0
if let soundURL = NSBundle.mainBundle().URLForResource(fileName, withExtension: fileExtension) {
AudioServicesCreateSystemSoundID(soundURL, &sound)
AudioServicesPlaySystemSound(sound)
}
}
}
Then, from anywhere in your app (remember to import AudioToolbox
), you can call
SystemSoundID.playFileNamed("sound", withExtenstion: "mp3")
to play "sound.mp3"
Solution 4 - Ios
This creates a SystemSoundID
from a file called Cha-Ching.aiff
.
import AudioToolbox
let chaChingSound: SystemSoundID = createChaChingSound()
class CashRegisterViewController: UIViewController {
override func viewWillAppear(animated: Bool) {
super.viewWillAppear(animated)
AudioServicesPlaySystemSound(chaChingSound)
}
}
func createChaChingSound() -> SystemSoundID {
var soundID: SystemSoundID = 0
let soundURL = CFBundleCopyResourceURL(CFBundleGetMainBundle(), "Cha-Ching", "aiff", nil)
AudioServicesCreateSystemSoundID(soundURL, &soundID)
CFRelease(soundURL)
return soundID
}
Solution 5 - Ios
With a class & AudioToolbox:
import AudioToolbox
class Sound {
var soundEffect: SystemSoundID = 0
init(name: String, type: String) {
let path = NSBundle.mainBundle().pathForResource(name, ofType: type)!
let pathURL = NSURL(fileURLWithPath: path)
AudioServicesCreateSystemSoundID(pathURL as CFURLRef, &soundEffect)
}
func play() {
AudioServicesPlaySystemSound(soundEffect)
}
}
Usage:
testSound = Sound(name: "test", type: "caf")
testSound.play()
Solution 6 - Ios
import AVFoundation
var audioPlayer = AVAudioPlayer()
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
let soundURL = NSBundle.mainBundle().URLForResource("04", withExtension: "mp3")
audioPlayer = AVAudioPlayer(contentsOfURL: soundURL, error: nil)
audioPlayer.play()
}
}
Solution 7 - Ios
This code works for me. Use Try and Catch for AVAudioPlayer
import UIKit
import AVFoundation
class ViewController: UIViewController {
//Make sure that sound file is present in your Project.
var CatSound = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource("Meow-sounds.mp3", ofType: "mp3")!)
var audioPlayer = AVAudioPlayer()
override func viewDidLoad() {
super.viewDidLoad()
do {
audioPlayer = try AVAudioPlayer(contentsOfURL: CatSound)
audioPlayer.prepareToPlay()
} catch {
print("Problem in getting File")
}
// Do any additional setup after loading the view, typically from a nib.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
@IBAction func button1Action(sender: AnyObject) {
audioPlayer.play()
}
}
Solution 8 - Ios
var mySound = NSSound(named:"Morse.aiff")
mySound.play()
"Morse.aiff" is a system sound of OSX, but if you just click on "named" within XCode, you'll be able to view (in the QuickHelp pane) where this function is searching the sounds. It can be in your "Supporting files" folder
Solution 9 - Ios
According to new Swift 2.0 we should use do try catch. The code would look like this:
var badumSound = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource("BadumTss", ofType: "mp3"))
var audioPlayer = AVAudioPlayer()
do {
player = try AVAudioPlayer(contentsOfURL: badumSound)
} catch {
print("No sound found by URL:\(badumSound)")
}
player.prepareToPlay()
Solution 10 - Ios
this is working with Swift 4 :
if let soundURL = Bundle.main.url(forResource: "note3", withExtension: "wav") {
var mySound: SystemSoundID = 0
AudioServicesCreateSystemSoundID(soundURL as CFURL, &mySound)
// Play
AudioServicesPlaySystemSound(mySound);
}
Solution 11 - Ios
//Swift 4
import UIKit
import AVFoundation
class ViewController: UIViewController {
var player : AVAudioPlayer?
override func viewDidLoad() {
super.viewDidLoad()
}
@IBAction func notePressed(_ sender: UIButton) {
let path = Bundle.main.path(forResource: "note1", ofType: "wav")!
let url = URL(fileURLWithPath: path)
do {
player = try AVAudioPlayer(contentsOf: url)
player?.play()
} catch {
// error message
}
}
}
Solution 12 - Ios
Let us see a more updated approach to this question:
Import AudioToolbox
func noteSelector(noteNumber: String) {
if let soundURL = Bundle.main.url(forResource: noteNumber, withExtension: "wav") {
var mySound: SystemSoundID = 0
AudioServicesCreateSystemSoundID(soundURL as CFURL, &mySound)
AudioServicesPlaySystemSound(mySound)
}
Solution 13 - Ios
You can try this in Swift 5.2
func playSound() {
let soundURL = Bundle.main.url(forResource: selectedSoundFileName, withExtension: "wav")
do {
audioPlayer = try AVAudioPlayer(contentsOf: soundURL!)
}
catch {
print(error)
}
audioPlayer.play()
}
Solution 14 - Ios
import UIKit
import AudioToolbox
class ViewController: UIViewController {
let toneSound : Array = ["note1","note2","note3","note4","note5","note6"]
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
func playSound(theTone : String) {
if let soundURL = Bundle.main.url(forResource: theTone, withExtension: "wav") {
var mySound: SystemSoundID = 0
do {
AudioServicesCreateSystemSoundID(soundURL as CFURL, &mySound)
// Play
AudioServicesPlaySystemSound(mySound);
}
catch {
print(error)
}
}
}
@IBAction func anypressed(_ sender: UIButton) {
playSound(theTone: toneSound[sender.tag-1] )
}
}
Solution 15 - Ios
For Swift 3:
extension SystemSoundID {
static func playFileNamed(_ fileName: String, withExtenstion fileExtension: String) {
var sound: SystemSoundID = 0
if let soundURL = Bundle.main.url(forResource: fileName, withExtension: fileExtension) {
AudioServicesCreateSystemSoundID(soundURL as CFURL, &sound)
AudioServicesPlaySystemSound(sound)
}
}
}
Solution 16 - Ios
Matt Gibson's solution worked for me, here is the swift 3 version.
if let soundURL = Bundle.main.url(forResource: "ringSound", withExtension: "aiff") {
var mySound: SystemSoundID = 0
AudioServicesCreateSystemSoundID(soundURL as CFURL, &mySound)
AudioServicesPlaySystemSound(mySound);
}
Solution 17 - Ios
Swift 4
import UIKit
import AudioToolbox
class ViewController: UIViewController{
var sounds : [SystemSoundID] = [1, 2, 3, 4, 5, 6, 7]
override func viewDidLoad() {
super.viewDidLoad()
for index in 0...sounds.count-1 {
let fileName : String = "note\(sounds[index])"
if let soundURL = Bundle.main.url(forResource: fileName, withExtension: "wav") {
AudioServicesCreateSystemSoundID(soundURL as CFURL, &sounds[index])
}
}
}
@IBAction func notePressed(_ sender: UIButton) {
switch sender.tag {
case 1:
AudioServicesPlaySystemSound(sounds[0])
case 2:
AudioServicesPlaySystemSound(sounds[1])
case 3:
AudioServicesPlaySystemSound(sounds[2])
case 4:
AudioServicesPlaySystemSound(sounds[3])
case 5:
AudioServicesPlaySystemSound(sounds[4])
case 6:
AudioServicesPlaySystemSound(sounds[5])
default:
AudioServicesPlaySystemSound(sounds[6])
}
}
}
or
import UIKit
import AVFoundation
class ViewController: UIViewController, AVAudioPlayerDelegate{
var audioPlayer : AVAudioPlayer!
override func viewDidLoad() {
super.viewDidLoad()
}
@IBAction func notePressed(_ sender: UIButton) {
let soundURL = Bundle.main.url(forResource: "note\(sender.tag)", withExtension: "wav")
do {
audioPlayer = try AVAudioPlayer(contentsOf: soundURL!)
}
catch {
print(error)
}
audioPlayer.play()
}
}
Solution 18 - Ios
works in Xcode 9.2
if let soundURL = Bundle.main.url(forResource: "note1", withExtension: "wav") {
var mySound: SystemSoundID = 0
AudioServicesCreateSystemSoundID(soundURL as CFURL, &mySound)
// Play
AudioServicesPlaySystemSound(mySound);
}
Solution 19 - Ios
Swift code example:
import UIKit
import AudioToolbox
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
}
@IBAction func notePressed(_ sender: UIButton) {
// Load "mysoundname.wav"
if let soundURL = Bundle.main.url(forResource: "note1", withExtension: "wav") {
var mySound: SystemSoundID = 0
AudioServicesCreateSystemSoundID(soundURL as CFURL, &mySound)
// Play
AudioServicesPlaySystemSound(mySound);
}
}
Solution 20 - Ios
swift 4 & iOS 12
var audioPlayer: AVAudioPlayer?
override func viewDidLoad() {
super.viewDidLoad()
}
@IBAction func notePressed(_ sender: UIButton) {
// noise while pressing button
_ = Bundle.main.path(forResource: "note1", ofType: "wav")
if Bundle.main.path(forResource: "note1", ofType: "wav") != nil {
print("Continue processing")
} else {
print("Error: No file with specified name exists")
}
do {
if let fileURL = Bundle.main.path(forResource: "note1", ofType: "wav") {
audioPlayer = try AVAudioPlayer(contentsOf: URL(fileURLWithPath: fileURL))
} else {
print("No file with specified name exists")
}
} catch let error {
print("Can't play the audio file failed with an error \(error.localizedDescription)")
}
audioPlayer?.play() }
}
Solution 21 - Ios
Use This Function to make sound in Swift (You can use this function where you want to make sound.)
First Add SpriteKit and AVFoundation Framework.
import SpriteKit
import AVFoundation
func playEffectSound(filename: String){
runAction(SKAction.playSoundFileNamed("\(filename)", waitForCompletion: false))
}// use this function to play sound
playEffectSound("Sound File Name With Extension")
// Example :- playEffectSound("BS_SpiderWeb_CollectEgg_SFX.mp3")
Solution 22 - Ios
This code works for me:
class ViewController: UIViewController {
var audioFilePathURL : NSURL!
var soundSystemServicesId : SystemSoundID = 0
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
audioFilePathURL = NSBundle.mainBundle().URLForResource("MetalBell", withExtension: "wav")
AudioServicesCreateSystemSoundID( audioFilePathURL, &soundSystemServicesId)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
@IBAction func PlayAlertSound(sender: UIButton) {
AudioServicesPlayAlertSound(soundSystemServicesId)
}
}
Solution 23 - Ios
Swift 3 here's how i do it.
{
import UIKit
import AVFoundation
let url = Bundle.main.url(forResource: "yoursoundname", withExtension: "wav")!
do {
player = try AVAudioPlayer(contentsOf: url); guard let player = player else { return }
player.prepareToPlay()
player.play()
} catch let error as Error {
print(error)
}
}
Solution 24 - Ios
Couldn't you just import AVFoundation
, select the audio player (var audioPlayer : AVAudioPlayer!
), and play the sound? (let soundURL = Bundle.main.url(forResource: "sound", withExtension: "wav"
)